i like the subtle DOF, and i really like those screen shots, these assets are from C2 ?
WIP in WIP, post your level screenshots!
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Hi ! Not my level, but part of my work on this project : http://shadowdiver-game.com/
We will need some tester when it's done, I will post a link to the .exe here
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I came across an old and unfinished Quake 3 map. Reinstalled Radiant and started to play around with it. I'm going for the very original Quake 1 look

Anyway, here are two editor shots. The lights are temporary of course.
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Me and my team's thesis project, Souvenir. It's VVVVVV + Proteus. Once we graduate / hit alpha, I'll do another art pass on it and hopefully hit the festival circuit. We'll see!...
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Campaignjunkie it's sweeeeeeeet !

is it source ?
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Quote from Campaignjunkie
Me and my team's thesis project, Souvenir. It's VVVVVV + Proteus. Once we graduate / hit alpha, I'll do another art pass on it and hopefully hit the festival circuit. We'll see!...
Wow,very nice!
Quote from SpronyvanJohnsonI came across an old and unfinished Quake 3 map. Reinstalled Radiant and started to play around with it. I'm going for the very original Quake 1 look
Anyway, here are two editor shots. The lights are temporary of course.I really like the texture usage and the layout is promising. I hope you'll get your brushwork more complex. Check out Scampie's latest level: http://imgur.com/a/5ieBq
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Oh I've been replaying Q1SP lately and Scampie's level is really awesome. Your map looks pretty cool Johnson, classic architecture and classic textures are great, but like Seir it would look better if the architecture was a bit more complex.
Junkie, your stuff is always extremely interesting and truly weird.

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The layout has been well tested over at Promode and Quake3world. So it should be decent. I got quite a bit of inspiration from The Slipgate Duplex by CZG and Vondur. Scampie's work looks great as well. I'll be sure to play it and hopefully get even more inspiration from it. Thanks for the tip!
Also, I plan to add more detail at a later date. First, I want to go trough the entire map, texture it and pretty it up a bit. As soon as that is done, I will go and try to make it more complex

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Quote from SpronyvanJohnson
I came across an old and unfinished Quake 3 map. Reinstalled Radiant and started to play around with it. I'm going for the very original Quake 1 look
Anyway, here are two editor shots. The lights are temporary of course.I love the first shot, but the curves in the second shot really bother me - they just don't feel like they belong in the Q1 style. I'm not sure you even need to detail it much more, either, short of some extra floor trims and texturing the sides of the dark plates at the top of your first shot.
Maybe some ceiling variation to your second shot for some depth, but the beauty of that style really is in its simplicity - I think decking it out too much (like with the curves) might actually hurt it in the long run.Quote from CampaignjunkieMe and my team's thesis project, Souvenir. It's VVVVVV + Proteus. Once we graduate / hit alpha, I'll do another art pass on it and hopefully hit the festival circuit. We'll see!...
Fantastic. I really can't wait to play this.
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Quote from KungFuSquirrel
I love the first shot, but the curves in the second shot really bother me - they just don't feel like they belong in the Q1 style. I'm not sure you even need to detail it much more, either, short of some extra floor trims and texturing the sides of the dark plates at the top of your first shot.
Maybe some ceiling variation to your second shot for some depth, but the beauty of that style really is in its simplicity - I think decking it out too much (like with the curves) might actually hurt it in the long run.Again, good tips. I'm glad I posted this here. I understand where you are coming regarding the curves. Luckily, it's only this area that's 'curve heavy'. The rest of the map has 3 small curved stairs and that's it. I like them myself but I have to see the final result to determine if it breaks the style I'm going for. I want to add more detail but I'm certainly not planning to go overboard. It's my first attempt at a finished map so I'll probably lack the skill to make it too detailed anyway

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Looking sweet! Can't wait to try it out!
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Quote from Pericolos0
That looks awesome! But your bloom settings are horrible!! Unless you want to create the experience of having fogged up glasses on
We kinda do, though I think the overbloom is more from DoF + FXAA. I'm not really sure how to reduce it. Maybe we'll switch to the built-in AA.
I'll put up a preview version here in about 2 weeks. Yay crunching!
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@SpronyvanJohnson the brushwork's looking nice so far. My only concern is that the boxes look like you could fall behind them easily, with only one or two limited movements to escape.
Campaignjunkie I kind of like the way the DOF looks. It's like looking at a water damaged photo, or something. Also, I hadn't noticed in previous images, but the one with the car reminds me of the milkman conspiracy from Psychonauts. Was that an inspiration?
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Haha, it totally does remind me of the Milkman Conspiracy now you mention it.
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Campaignjunkie: that looks awesome!
finished my peterbilt model. (well its required to have a truck in it for the contest)
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I don't know about the cliff displacements. i don't really have a reference to work off of
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Quote from Campaignjunkie
It's Unity. I like the Source lightmapper a lot better than Beast, and wish there were some simple BSP tools in Unity, but it's otherwise a pretty amazing toolset. (You don't have to spend an hour to import models, for instance.)
you mean csg tools? i've been looking for those as well...
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Quote from Sentura
It's Unity. I like the Source lightmapper a lot better than Beast, and wish there were some simple BSP tools in Unity, but it's otherwise a pretty amazing toolset. (You don't have to spend an hour to import models, for instance.)
you mean csg tools? i've been looking for those as well...
There's a really old thread in the Unity Forums about a user creating a "BSP Tool + Lightmapping" for Unity.
I was excited with that, but apparently that is frozen in time and may never see the light of day.
What do you guys think about this user response for using BSP nowadays? Especially in Unity, where the integration of static meshes and stuff from dedicated 3D creation tools is really smooth.
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